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Evocation — Wind

Wind is the Evocation Method concerned with manipulating moving air. It pushes, pulls, buffets, lifts, or destabilizes. Wind cannot cut, burn, or crush without a secondary effect — it moves things, it does not break them directly.

Threads (Wind)

  • Gust — a sudden, directional burst of force.
  • Sustained Wind — maintains pressure over time.
  • Hurricane Force — overwhelming environmental momentum.

Base Ka Cost (Wind)

Force Effect Base Ka
Light gust Nudge an object, extinguish a flame, ruffle papers 1
Firm gust Push a person off balance, scatter loose objects 2
Powerful blast Knock a person down, hurl small objects 4
Overwhelming (Hurricane Force) Flatten light structures, hurl people or heavy debris 7

Duration (Sustained Wind)

Duration Ka Modifier
Instant / single gust +0
One scene +2
Extended (requires active Channeling) +4
Persistent Enchanting required

Channeling Difficulty (Wind)

Modifiers to base Target Difficulty: - Open air, no obstruction: +0 - Confined or cluttered space: +2 - Against a braced or anchored target: +2 - Against multiple targets: use Group TD rules

Force and Impact

When Wind is used to knock down, push off a ledge, or otherwise hurt or forcibly displace a target, Ka spent becomes Evocation Force — see Evocation#Ka and Force. Purely environmental use (clearing smoke, filling a sail, cooling a room) never requires an Impact roll.

Burn

Burn may be taken to: - extend Sustained Wind for one more scene without paying upkeep Ka - push a gust one force tier higher than the Ka paid for - hold a gust against a resisting or braced target

Design Notes

  • Wind is Evocation's most forgiving Method — cheap, common, and rarely lethal on its own.
  • Lethality comes from context (a ledge, a fall, a fire fanned by Gust), not from Wind itself.